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  3. bawwwcas

Posts by bawwwcas

  • Oleg Grachev - Level Designer

    • bawwwcas
    • June 29, 2017 at 7:26 AM

    Hello Oleg!

    First of all I think you have some good content. With that being said, I'll be giving you advice as if you were applying for a level design position:

    For starters, you seem to go into great detail about your development process for only two of your pieces (The Roots and Enemy's Lair). Ideally you should be doing this for all of your content, unless there are restrictions. This helps me figure out different aspects of your level design like how your level uses the game's mechanics in interesting ways or how you've solved problems within your gameplay space.

    I'd also recommend only posting content that is relevant to your title. In your Valley of Heroes entry, you have character models displayed at the bottom. You're not a character modeler, nor am I going to hire you for that role since you're not specialized in it. I want to hire you as a level designer, show me levels and design documents.

    Lastly a bug:

    • The 'day to day' link in your Roots page points to a page that no longer exists

    Hope this helps!

  • Creative Assembly - Multiple positions, Console team

    • bawwwcas
    • May 19, 2015 at 8:44 AM

    marks


    I'm attempting to apply but it keeps saying that there's an error occurring on the website. I guess I'll try again tomorrow in the evening ^^

  • [CS:GO][WIP]de_prison

    • bawwwcas
    • February 24, 2015 at 10:28 AM

    [Blocked Image: http://i.imgur.com/GoLOU9ul.jpg]

    [Blocked Image: http://i.imgur.com/nzBC0wsl.jpg]


    Hey guys sorry I haven't updated in awhile, but recently I've found out that the CS:GO team is looking for new maps to feature for the new operation coming out. After reading their guidelines and advice, I decided to rethink my approach in both theme and map style. The prison theme felt like it wouldn't stand out enough from the other maps, so I ended using Chiang Mai as a reference point for my new map. I've borrowed a few concepts from the prison map, and I created a few new ideas that hopefully will play well.


    Tomorrow I'll begin greyboxing, and have it done by Wednesday. See you all then

  • [CS:GO][WIP]de_prison

    • bawwwcas
    • February 18, 2015 at 10:57 PM

    Haha awesome Deh0lise! Yea I used a combination of Alcatraz, ADX Florence, and then some other references tied into the structural layout for some ideas. I think you're right about the underground path, it's missing a set of stairs going up to middle. I think once I get it in 3D it'll become more clear where it's situated.

  • [CS:GO][WIP]de_prison

    • bawwwcas
    • February 18, 2015 at 7:15 PM

    Thanks for the feedback guys!


    Vaya + aeRoBYKER You guys are right, I'll revise that once I get home. I also noticed the huge LoS from the CT Guard Tower (red box near CT Spawn) to the hallway leading to the left through the window. The sniper can basically see that whole hallway and still stay in cover.


    jackophant While you are right about not truly knowing what it will feel like in 3D space, I have been able to avoid a couple errors just by drawing and visualizing what the area is going to be like. It only took me a couple hours last night to see these things rather than spending the large amount of time building it in 3D and then realizing it doesn't work. I think some people prefer to do it in 3D first because they're more efficient that way, and others prefer to do it in 2D for the same reason.

    On that same note, I will definitely be moving into Hammer within the next day or so. I'd just like to get all of the really big design issues out of the way before spending a major amount of time in the engine.

  • [CS:GO][WIP]de_prison

    • bawwwcas
    • February 18, 2015 at 11:15 AM

    [Blocked Image: http://i.imgur.com/7kI4PWL.jpg]


    Hello everyone,


    I updated the layout a bit to flesh out more of the design and general placement of things. I think after a few more passes I'll be moving onto creating it in the engine...hopefully this weekend?


    Good night Mapcore

  • [CS:GO][WIP]de_prison

    • bawwwcas
    • February 17, 2015 at 10:45 AM

    [Blocked Image: http://i.imgur.com/UtwUcAX.jpg] Hello Mapcore! First time attempting to develop a map for CS:GO, so I thought I'd start from 2D first since I'm comfortable with that. I'm attempting to spend the night hours working on this (currently in crunch at my studio >.<) since I really want to complete a map from start to finish. I plan to fill out the bomb sites within the next day or so, and that'll probably be a separate image to capture the placement of all the objects and such. I also plan on doing a line of sight test on all the corners to ensure the map is mostly fair and also allows for optimization during the mapping process. To explain a bit of the colors:Red = Notable Higher GroundBlue = Notable Lower Ground (Usually underground, think Underpass in Mirage) I'm very open to critique and would love to talk more (and hopefully show more). Have a great night everyone!

  • [CS:GO] de_sirius

    • bawwwcas
    • January 20, 2015 at 6:58 PM

    Looking really good man! You, along with a couple other maps I've seen recently, are really inspiring me to move forward with my work as well! I'd love to see the map when it's ready for playtesting

  • MapCore Job Census

    • bawwwcas
    • January 10, 2015 at 8:50 PM

    Matthew Barcas - Pure F.P.S.

  • Mapcore Introductions Thread

    • bawwwcas
    • January 10, 2015 at 8:38 PM

    Hello everyone!


    My name is Matthew Barcas, and I'm a level designer/scripter currently working on the Alone in the Dark team. I've been a long time lurker, and I think I finally want to start contributing to the community and be a part of the awesome group here. I hope you'll have me here at Mapcore

  • George Hulm - Level Designer

    • bawwwcas
    • August 28, 2013 at 10:19 AM

    Hello George,


    Since this is just about portfolio critiques I'll keep it to that.


    The first thing I noticed is the way you're selling yourself. You say you're a level designer, but I also see concept art which doesn't relate to anything level design. I suggest keeping your portfolio strictly level design content or world building content, and if you have any sketches it should relate to environments or level design concepts.


    The second thing I noticed was that your site feels more like a blogspot rather than a professional website. I feel as if things should be categorized into pages for organization and ease of access, rather than having to scroll down constantly.

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